
Digital Game Culture in Korea
The Social at Play
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Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
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Product details:
- Publisher Lexington Books
- Date of Publication 24 April 2023
- Number of Volumes Hardback
- ISBN 9781793601391
- Binding Hardback
- No. of pages136 pages
- Size 237x158x16 mm
- Weight 376 g
- Language English 506
Categories
Long description:
Digital Game Culture in Korea: The Social at Play is a critical ethnographic investigation of media discourses surrounding online game addiction and the sociocultural roles fulfilled by games in everyday life. Florence M. Chee argues that the casting of online games as singularly problematic or addictive largely ignores the socially generative and, at times, pivotally important means of connection among games, players, and the communities they foster. Through focusing on Korea?s sociohistorical and technocultural context, this work celebrates and recognizes the foundational role of Korean game culture in shaping global games and play. Scholars of game studies, communication, and technoculture will find this book of particular interest.
?Digital Game Culture in Korea: The Social at Play upends conventional narratives about the South Korean gaming experience, emphasizing the sociality of games and providing a much-needed counterpoint to hyped or fear-mongering accounts. Florence M. Chee is a powerful and compelling storyteller, drawing on over a decade of ethnographic fieldwork on South Korea and offering a nuanced perspective on the history and future of international games culture. This work is sure to enliven discussion about the social and cultural context of digital games and provide insight to guide policy and ethics.?
MoreTable of Contents:
Table of Contents
Preface
Acknowledgments
Chapter One: Games as Communication: Savior or Scourge?
Chapter Two: The Rise of Digital Game Culture in Korea
Chapter Three: The Social Addict: Infrastructures of Togetherness
Chapter Four: Gender Pipelines and Pipedreams: Games Industry and Mobility
Chapter Five: Gaming the Future: Holding Space for Better Worlds
Bibliography
About the Author
More